Getting started with the OgreRecast demo ---------------------------------------- What files are what? All classes directly in the src/ folder, along with the headers directly in the include/ folder belong to the recast with Ogre integration demo. All other subfolders of src/ and include/ contain the original source files from the recastnavigation library, and are mainly unaltered. The recastnavigation sources are unaltered except for some minor changes to include paths. The exact differences from the official recastnavigation trunk can be seen in the file "patchRecastnavigationSvn.patch". This patch can also be used to update the recast code with future versions, the "updateRecastnavigationSvn.sh" script can help you automate this. Files in this package. Where to look first? OgreRecastApplication The first demo application you should look at Also called the "Dungeon demo". It's a good idea to start with the createScene() function, look at the mouse and key input handlers and work your way from there. Everything is exhaustively commented. OgreRecastTerrainApplication More advanced demo with Terrain. Inherits a lot from the previous demo. BaseApplication Almost unaltered tutorial application baseclass. OgreRecast Ogre wrapper for recast and detour. Allows you to construct a simple solo navmesh and plan paths using detour. This is the simple way of building navmeshes. Look at DetourTile- Cache for a more expansive method. OgreDetourCrowd Manages agents in a crowd. When using it you don't need to use detour directly for path- planning. DetourCrowd takes care of that. OgreDetourTileCache Allows for a more complex way of navmesh builds. Tiled navmeshes are constructed from compressed partially built tiles stored in the cache. Allows placing of temporary obstacles and streaming in and out of tiles. RecastInputGeom Data helper class that converts ogre entities and terrain and stores it in a format that recast can understand. RecastConvexHull Convex hulls can be used for marking areas on the navmesh (statically with solo navmesh, or at runtime using the tilecache) and for marking temporary obstacles on the navmesh. Character Character controller baseclass. Does the inter- action between a character in the scene and a detourCrowd agent that steers it. TestCharacter Simple example of how a character controlled by a crowd agent can be implemented. AnimateableCharacter More complex character example. Uses an animated human mesh. Obstacle Obstacle baseclass that allows to construct and manage a dynamic obstacle on a dtTileCache constructed navmesh. CylinderObstacle Cylindrical obstacle, the most simple type of obstacle. ConvexShapeObstacle A convex shaped obstacle. Can be shaped to any mesh that could block the path as obstacle. SettingsFileParser Very basic config file parser for parsing OgreRecast.cfg. Not much to see here.